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Conhecimento bardo

.1ponto a mais em uma pericia de conhecimento(+1 ponto extra por level) .+1/2 pontos em todas as pericias de conhecimento

Musica de bardo Msica de Proteo (Sob): Um bardo com uma ou mais graduaes em atuao pode usar sua
msica ou cano para contra atacar efeitos mgicos que dependam do som (mas no magias que apenas possua componentes verbais). A cada rodada da musica de proteo, o bardo faz um teste de atuao. Qualquer criatura a 9m do bardo (incluindo o bardo) que seja alvo de uma magia com efeito snico ou que dependa da linguagem, pode usar o teste de atuao do bardo no lugar do seu prprio teste de resistncia se, aps a jogada do teste de resistncia, o teste de atuao tiver sido maior. Se a criatura no alcance da magia j estiver sobre algum efeito snico ou que dependa da linguagem, ela ganha direito a um novo teste feito com a percia atuao do bardo. Musica de proteo no funciona com efeitos que no permitam testes para resistir ao efeito. O bardo pode manter a musica de proteo por 10 rodadas. O bardo pode usar essa habilidade usando a percia atuao (teclado, percusso, sopro, cordas ou canto).

Distrao (Sob): Um bardo com 1 ou mais graduaes em atuao pode usar sua musica para

anular efeitos mgicos que dependam da viso. A cada rodada que ele use distrao, ele faz um teste de atuao. Qualquer criatura a 9m do bardo (incluindo o bardo) que esteja sobre o efeito de uma iluso (idia) ou iluso (padro) pode usar o teste de atuao do bardo no lugar do seu teste de resistncia, se o bardo obtiver um resultado superior ao teste de resistncia. Se uma criatura no alcance da distrao j estiver sobre um efeito de iluso ela ganha um outro teste de resistncia, mas devera usar o teste de atuao do bardo, e ganha um novo teste a cada rodada, essa habilidade no funciona em efeitos que no permitam teste de resistncia. O bardo pode manter essa habilidade por 10 rodadas. Essa habilidade pode ser usada usando a percia atuao (drama, comedia, dana ou oratria).

Fascinar (SM): Um bardo com 1 ou mais graduaes em atuao pode usar sua habilidade

para fascinar uma ou mais criaturas. Cada criatura a ser fascinada deve estar a 27m, ser capaz de ouvir e ver o bardo, e prestar ateno nele. O bardo precisa ser capaz de ver a criatura tambm. A distrao de um combate ou qualquer perigo prximo impede essa habilidade de funcionar. Para cada 3 nveis acima do 1 o bardo capaz de fascinar uma criatura extra com um nico uso dessa habilidade. Para usar essa habilidade o bardo faz um teste de atuao. O resultado a dificuldade do teste de vontade que cada criatura afetada deve fazer para resistir. Caso a criatura tenha sucesso no teste de resistncia o bardo no pode tentar fascinla novamente por 24 horas. Se o teste de resistncia falhar, a criatura senta e ouve o bardo silenciosamente, no fazendo mais nada, enquanto o bardo continuar a tocar e se concentrar (por um Maximo de rodadas igual ao nvel do bardo). Enquanto fascinado, um alvo sofre 4 de penalidade em testes de percia feitos por reflexo, como testes de percepo. Qualquer ameaa potencial faz com que o bardo tenha que fazer um novo teste de percia e permite a criatura um novo teste de resistncia com uma CD igual ao resultado do novo teste de atuao. Qualquer ameaa bvia como algum desembainhando uma arma, ou conjurando uma magia, ou mirando uma arma a distancia, quebra o efeito automaticamente. Fascinar um efeito de encantamento (compulso). O bardo pode usar essa habilidade com qualquer atuao.

Inspirar Coragem (Sob): Um bardo com 1 ou maisgraduaes em atuao pode usar sua
musica parainspirar coragem em seus aliados (incluindo ele mesmo), Amparandoos contra o medo e aprimorando suas habilidades de combate. Para ser afetado o aliado precisa ouvir o bardo cantar. O efeito permanece ativo enquanto a atuao do bardo continuar e 5 rodadas aps ela terminar. Os aliados afetados recebem +1 de bnus de moral nos testes de resistncia contra efeitos de encantamento e medo e +1 de bnus de moral em jogadas de ataque e dano. No 8 nvel, e a cada 6 nveis de bardo subseqentes, esse bnus aumenta em 1 ponto (+2 no 8, +3 no 14 e +4 no 20). Inspirar coragem um efeito de ao mental. O bardo pode usar essa habilidade com qualquer tipo de atuao.

Inspirar Competncia (Sob): Um bardo de 3 nvel ou maior com 3 ou mais graduaes em

atuao pode usar sua musica de bardo para ajudar um aliado a ser bem sucedido em uma tarefa. O aliado deve estar a 9m e conseguir ver e ouvir o bardo. O bardo tambm precisa ser capaz de ver o aliado. O aliado ganha +2 de bnus de competncia em testes de percia com uma percia em particular enquanto continuar a ouvir a musica do bardo. Certas utilizaes dessa habilidade so inteis, como uma tentativa de se esgueirar furtivamente. O Efeito dura enquanto o bardo se concentrar, at um Maximo de 2 minutos. O bardo no pode usar essa habilidade em si mesmo. Inspirar competncia um efeito de ao mental. O bardo pode usar essa habilidade com qualquer tipo de atuao.
Truques (SM): O bardo conhece certo numero de truques. Ele pode conjurar essas magias vontade como uma habilidade similar magia. O numero de truques conhecidos pelo bardo pode ser visto na tabela 44 abaixo de magias conhecidas do nvel 0. Truques so tratados como qualquer outra magia conjurada pelo bardo para calcular durao e outras variaes que dependam do nvel. Versado (Ext): A partir do 2 nvel, o bardo se torna resistente atuao de outros bardos. Ele ganha +4 de bnus em testes de resistncia para resistir a atuaes de bardo, efeitos snicos e dependentes do idioma. Mestre do Conhecimento (Ext): No 5 nvel, o bardo se torna um mestre do conhecimento e pode escolher 10 em qualquer teste da percia conhecimento na qual ele possua graduaes. O bardo pode decidir no escolher 10 e pode realizar o teste normalmente. Adicionalmente o bardo pode, uma vez por dia, escolher 20 em qualquer teste da percia conhecimento com uma ao padro. Ele pode usar essa habilidade uma vez mais para cada 6 nveis acima do 5, at um Maximo de trs vezes por dia no 17 nvel. +2 Dexterity, +2 Charisma, 2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word halfling in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Skills Nivel 0:7 Message


CASTING Casting Time 1 standard action Components V, S, F (a piece of copper wire) EFFECT Range medium (100 ft. + 10 ft./level) Targets one creature/level Duration 10 min./level Saving Throw none; Spell Resistance no

DESCRIPTION
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Daze
CASTING Casting Time 1 standard action Components V, S, M (a pinch of wool or similar substance) EFFECT Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature of 4 HD or less Duration 1 round Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute. Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Lullaby

CASTING Casting Time 1 standard action Components V, S EFFECT Range medium (100 ft. + 10 ft./level) Area living creatures within a 10-ft.-radius burst Duration concentration + 1 round/level (D) Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.

Unwitting ally CASTING Casting Time 1 standard action Components V, S EFFECT Range close (25 ft. + 5 ft./2 levels) Targets one living creature Duration 1 round Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
You befuddle the target's mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies' ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell's effect.

Haunted for aspect CASTING Casting Time 1 standard action Components S EFFECT Range Personal Target You Duration 1 round/level (D)

DESCRIPTION
You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage. Read magic

CASTING Casting Time 1 standard action Components V, S, F (a clear crystal or mineral prism) EFFECT Range personal Target you Duration 10 min./level

DESCRIPTION
You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. Sift

CASTING

Casting Time 1 standard action Components V, S


EFFECT

Range 30 ft. Area one 10-ft. cube Duration instantaneous Saving Throw none; Spell Resistance no
DESCRIPTION

You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.

Nvel 1:2
Sleep

CASTING

Casting Time 1 round Components V, S, M (fine sand, rose petals, or a live cricket) EFFECT Range medium (100 ft. + 10 ft./level) Area one or more living creatures within a 10-ft.-radius burst Duration 1 min./level Saving Throw Will negates; Spell Resistance yes

Charm person CASTING Casting Time 1 standard action Components V, S EFFECT Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes

Chord of shards CASTING Casting Time 1 standard action Components V, S EFFECT Range 15 ft. Area cone-shaped burst Duration instantaneous Saving Throw Reflex negates; Spell resistance no

DESCRIPTION
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.

Daze - Humanoid creature of 4 HD or less loses next action. Haunted Fey Aspect - You surround yourself with disturbing illusions. Lullaby - Makes subject drowsy (5 on Perception checks, 2 on Will saves against sleep.) Message - Whisper conversation at distance. Read Magic - Read scrolls and spellbooks. Unwitting Ally - Subject is considered ally for 1 round.

Charm Person - Makes one person your friend. Chord of Shards - Performance deals 2d6 piercing damage. Sleep - Puts 4 HD of creatures into magical slumber.

Bard Skills
Message
Range: 100ft+10ft/level; target: one creature per level Description: You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Daze
Range: 25ft+5ft/level; target: one humanoid of 4HD or less; Duration: 1 round; spell resistance: yes Description: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute. Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Lullaby
Range: 100ft +10ft/level; target: area living creatures within a 10ft radius burst; Duration: concentration+1 round per level; spell resistance: yes Description: Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.

Unwitting ally
Range: 25ft+5ft/level; target: one living creature; duration: 1 round; spell resistance: yes Description: You befuddle the target's mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies' ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell's effect

Haunted for aspect


Range: personal; Target: you; Duration: 1 round/level Description: You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell or until you take damage.

Read Magic
Range: personal; Target: you; Duration: 10mins/level Description: You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page

(250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell. Sift


Range: 30ft; Target: area one 10ft cube; Duration: instantaneous Description: You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.

Sleep
Range: 100ft+10ft/level; Area: one or more living creatures within a 10ft radius burst Duration: 1min/level; Spell resistance: yes Description: A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Charm person
Range: 25ft+5ft/level; Target: one humanoid creature; Duration:1 hour/level; resistance: yes Spell

Description: This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Chord of shards
Range: 15fts; Area: cone-shaped burst; Duration: instantaneous Description: During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.